Just isn't any gaming making me wish i bought a VR headset. without the games is dead already for me.
I pretty much agree with this.
Currently there's just nothing making me want to spend that sort of money on VR and so far it seems like it's been mostly used as a gimmick.
I think there is potential there for something though, so I don't think it's dead yet it just needs to be refined a bit more.
I think it probably works well in cockpit games (flying/space/racing sims) but probably less so for FPS type games.
I think the trouble room-scale has is movement over larger distances. If I'm playing something like Doom, Half Life or Fallout and I need to do a lot of walking, somehow making it so that the person just walks around their VR space constantly making right turns is going to be tricky to fit into a game. Having the point and teleport system just seems really clunky.
then consider the probably large number of games that aren't first-person games. Games like Dota 2, League of Legends, Heroes of the Storm, etc. have huge playerbases, but I'm not sure how VR would benefit them.
Other games too like Diablo 3 or Path of Exile.
MMO like WoW might be more doable if you can get around the movement issue.
I'd imagine most 3rd person games would be a bit odd in VR unless you make them 1st person.
Even if you consider FPS games, would you really want to do roomscale in BF1, Overwatch or CSGO?
Currently the most played games on Steam are:
Dota 2
Counter-Strike: Global Offensive
PLAYERUNKNOWN'S BATTLEGROUNDS
Team Fortress 2
H1Z1: King of the Kill
Football Manager 2017
ARK: Survival Evolved
Grand Theft Auto V
Rocket League
Fallout 4
Now how many of them would work in roomscale VR?
How many would work with just headset VR?
I think to some degree we're in a vicious cycle of a lot of game developers don't want to spend time and money on VR until it's more popular but people don't want to invest in VR until there are more decent games.
And do big games companies make exclusive VR games or do they have to make games that can be played without VR to have a large enough customer-base to be profitable? Does that dilute the experience for one or the other groups?
I don't actually own a VR headset, but I do have a friend that's kind enough to let me try it out his VIVE whenever I'm over his place.